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        <article data-uid="Unity.Mathematics.RigidTransform">



  <h1 id="Unity_Mathematics_RigidTransform" data-uid="Unity.Mathematics.RigidTransform" class="text-break">
    RigidTransform 结构
  
  </h1>

  <div class="facts text-secondary">
    <dl><dt>命名空间</dt><dd><a class="xref" href="Unity.html">Unity</a>.<a class="xref" href="Unity.Mathematics.html">Mathematics</a></dd></dl>
  <dl><dt>程序集</dt><dd>Fantasy.Net.dll</dd></dl>
  </div>

  <div class="markdown summary"><p>A rigid transformation type.</p>
</div>
  <div class="markdown conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public struct RigidTransform</code></pre>
  </div>







  <dl class="typelist derived">
    <dt>继承成员</dt>
    <dd>
    <div>
      <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.object.gettype">object.GetType()</a>
    </div>
    <div>
      <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.object.equals#system-object-equals(system-object-system-object)">object.Equals(object, object)</a>
    </div>
    <div>
      <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.object.referenceequals">object.ReferenceEquals(object, object)</a>
    </div>
  </dd></dl>

  <dl class="typelist extensionMethods">
    <dt>扩展方法</dt>
    <dd>
  <div>
      <a class="xref" href="Fantasy.Helper.JsonHelper.html#Fantasy_Helper_JsonHelper_ToJson__1___0_">JsonHelper.ToJson&lt;T&gt;(T)</a>
  </div>
  </dd></dl>





  <h2 class="section" id="constructors">构造函数
</h2>


  <a id="Unity_Mathematics_RigidTransform__ctor_" data-uid="Unity.Mathematics.RigidTransform.#ctor*"></a>

  <h3 id="Unity_Mathematics_RigidTransform__ctor_Unity_Mathematics_float3x3_Unity_Mathematics_float3_" data-uid="Unity.Mathematics.RigidTransform.#ctor(Unity.Mathematics.float3x3,Unity.Mathematics.float3)">
  RigidTransform(float3x3, float3)
  
  </h3>

  <div class="markdown level1 summary"><p>Constructs a RigidTransform from a rotation represented by a float3x3 matrix and a translation represented by a float3 vector.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public RigidTransform(float3x3 rotation, float3 translation)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>rotation</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>The float3x3 rotation matrix.</p>
</dd>
    <dt><code>translation</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>The translation vector.</p>
</dd>
  </dl>












  <a id="Unity_Mathematics_RigidTransform__ctor_" data-uid="Unity.Mathematics.RigidTransform.#ctor*"></a>

  <h3 id="Unity_Mathematics_RigidTransform__ctor_Unity_Mathematics_float4x4_" data-uid="Unity.Mathematics.RigidTransform.#ctor(Unity.Mathematics.float4x4)">
  RigidTransform(float4x4)
  
  </h3>

  <div class="markdown level1 summary"><p>Constructs a RigidTransform from a float4x4. Assumes the matrix is orthonormal.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public RigidTransform(float4x4 transform)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>transform</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>The float4x4 transformation matrix, must be orthonormal.</p>
</dd>
  </dl>












  <a id="Unity_Mathematics_RigidTransform__ctor_" data-uid="Unity.Mathematics.RigidTransform.#ctor*"></a>

  <h3 id="Unity_Mathematics_RigidTransform__ctor_Unity_Mathematics_quaternion_Unity_Mathematics_float3_" data-uid="Unity.Mathematics.RigidTransform.#ctor(Unity.Mathematics.quaternion,Unity.Mathematics.float3)">
  RigidTransform(quaternion, float3)
  
  </h3>

  <div class="markdown level1 summary"><p>Constructs a RigidTransform from a rotation represented by a unit quaternion and a translation represented by a float3 vector.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public RigidTransform(quaternion rotation, float3 translation)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>rotation</code> <a class="xref" href="Unity.Mathematics.quaternion.html">quaternion</a></dt>
    <dd><p>The quaternion rotation.</p>
</dd>
    <dt><code>translation</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>The translation vector.</p>
</dd>
  </dl>












  <h2 class="section" id="fields">字段
</h2>



  <h3 id="Unity_Mathematics_RigidTransform_identity" data-uid="Unity.Mathematics.RigidTransform.identity">
  identity
  
  </h3>

  <div class="markdown level1 summary"><p>A RigidTransform representing the identity transform.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static readonly RigidTransform identity</code></pre>
  </div>




  <h4 class="section">字段值</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.RigidTransform.html">RigidTransform</a></dt>
    <dd></dd>
  </dl>










  <h3 id="Unity_Mathematics_RigidTransform_pos" data-uid="Unity.Mathematics.RigidTransform.pos">
  pos
  
  </h3>

  <div class="markdown level1 summary"><p>The translation part of the rigid transformation.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public float3 pos</code></pre>
  </div>




  <h4 class="section">字段值</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd></dd>
  </dl>










  <h3 id="Unity_Mathematics_RigidTransform_rot" data-uid="Unity.Mathematics.RigidTransform.rot">
  rot
  
  </h3>

  <div class="markdown level1 summary"><p>The rotation part of the rigid transformation.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public quaternion rot</code></pre>
  </div>




  <h4 class="section">字段值</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.quaternion.html">quaternion</a></dt>
    <dd></dd>
  </dl>









  <h2 class="section" id="methods">方法
</h2>


  <a id="Unity_Mathematics_RigidTransform_AxisAngle_" data-uid="Unity.Mathematics.RigidTransform.AxisAngle*"></a>

  <h3 id="Unity_Mathematics_RigidTransform_AxisAngle_Unity_Mathematics_float3_System_Single_" data-uid="Unity.Mathematics.RigidTransform.AxisAngle(Unity.Mathematics.float3,System.Single)">
  AxisAngle(float3, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a RigidTransform representing a rotation around a unit axis by an angle in radians.
The rotation direction is clockwise when looking along the rotation axis towards the origin.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static RigidTransform AxisAngle(float3 axis, float angle)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>axis</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>The axis of rotation.</p>
</dd>
    <dt><code>angle</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.RigidTransform.html">RigidTransform</a></dt>
    <dd><p>The RigidTransform from a rotation axis and angle of rotation.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_RigidTransform_Equals_" data-uid="Unity.Mathematics.RigidTransform.Equals*"></a>

  <h3 id="Unity_Mathematics_RigidTransform_Equals_System_Object_" data-uid="Unity.Mathematics.RigidTransform.Equals(System.Object)">
  Equals(object)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns true if the RigidTransform is equal to a given RigidTransform, false otherwise.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public override bool Equals(object x)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>x</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.object">object</a></dt>
    <dd><p>The object to compare with.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.boolean">bool</a></dt>
    <dd><p>True if the RigidTransform is equal to the input, false otherwise.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_RigidTransform_Equals_" data-uid="Unity.Mathematics.RigidTransform.Equals*"></a>

  <h3 id="Unity_Mathematics_RigidTransform_Equals_Unity_Mathematics_RigidTransform_" data-uid="Unity.Mathematics.RigidTransform.Equals(Unity.Mathematics.RigidTransform)">
  Equals(RigidTransform)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns true if the RigidTransform is equal to a given RigidTransform, false otherwise.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public bool Equals(RigidTransform x)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>x</code> <a class="xref" href="Unity.Mathematics.RigidTransform.html">RigidTransform</a></dt>
    <dd><p>The RigidTransform to compare with.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.boolean">bool</a></dt>
    <dd><p>True if the RigidTransform is equal to the input, false otherwise.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_RigidTransform_Euler_" data-uid="Unity.Mathematics.RigidTransform.Euler*"></a>

  <h3 id="Unity_Mathematics_RigidTransform_Euler_System_Single_System_Single_System_Single_Unity_Mathematics_math_RotationOrder_" data-uid="Unity.Mathematics.RigidTransform.Euler(System.Single,System.Single,System.Single,Unity.Mathematics.math.RotationOrder)">
  Euler(float, float, float, RotationOrder)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a RigidTransform constructed by first performing 3 rotations around the principal axes in a given order.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.
When the rotation order is known at compile time, it is recommended for performance reasons to use specific
Euler rotation constructors such as EulerZXY(...).</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static RigidTransform Euler(float x, float y, float z, math.RotationOrder order = RotationOrder.Default)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>x</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the x-axis in radians.</p>
</dd>
    <dt><code>y</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the y-axis in radians.</p>
</dd>
    <dt><code>z</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the z-axis in radians.</p>
</dd>
    <dt><code>order</code> <a class="xref" href="Unity.Mathematics.math.html">math</a>.<a class="xref" href="Unity.Mathematics.math.RotationOrder.html">RotationOrder</a></dt>
    <dd><p>The order in which the rotations are applied.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.RigidTransform.html">RigidTransform</a></dt>
    <dd><p>The RigidTransform of the Euler angle transformation in the given rotation order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_RigidTransform_Euler_" data-uid="Unity.Mathematics.RigidTransform.Euler*"></a>

  <h3 id="Unity_Mathematics_RigidTransform_Euler_Unity_Mathematics_float3_Unity_Mathematics_math_RotationOrder_" data-uid="Unity.Mathematics.RigidTransform.Euler(Unity.Mathematics.float3,Unity.Mathematics.math.RotationOrder)">
  Euler(float3, RotationOrder)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a RigidTransform constructed by first performing 3 rotations around the principal axes in a given order.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.
When the rotation order is known at compile time, it is recommended for performance reasons to use specific
Euler rotation constructors such as EulerZXY(...).</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static RigidTransform Euler(float3 xyz, math.RotationOrder order = RotationOrder.Default)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>xyz</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>A float3 vector containing the rotation angles around the x-, y- and z-axis measures in radians.</p>
</dd>
    <dt><code>order</code> <a class="xref" href="Unity.Mathematics.math.html">math</a>.<a class="xref" href="Unity.Mathematics.math.RotationOrder.html">RotationOrder</a></dt>
    <dd><p>The order in which the rotations are applied.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.RigidTransform.html">RigidTransform</a></dt>
    <dd><p>The RigidTransform of the Euler angle transformation in the given rotation order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_RigidTransform_EulerXYZ_" data-uid="Unity.Mathematics.RigidTransform.EulerXYZ*"></a>

  <h3 id="Unity_Mathematics_RigidTransform_EulerXYZ_System_Single_System_Single_System_Single_" data-uid="Unity.Mathematics.RigidTransform.EulerXYZ(System.Single,System.Single,System.Single)">
  EulerXYZ(float, float, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a RigidTransform constructed by first performing a rotation around the x-axis, then the y-axis and finally the z-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static RigidTransform EulerXYZ(float x, float y, float z)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>x</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the x-axis in radians.</p>
</dd>
    <dt><code>y</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the y-axis in radians.</p>
</dd>
    <dt><code>z</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the z-axis in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.RigidTransform.html">RigidTransform</a></dt>
    <dd><p>The RigidTransform of the Euler angle transformation in x-y-z order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_RigidTransform_EulerXYZ_" data-uid="Unity.Mathematics.RigidTransform.EulerXYZ*"></a>

  <h3 id="Unity_Mathematics_RigidTransform_EulerXYZ_Unity_Mathematics_float3_" data-uid="Unity.Mathematics.RigidTransform.EulerXYZ(Unity.Mathematics.float3)">
  EulerXYZ(float3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a RigidTransform constructed by first performing a rotation around the x-axis, then the y-axis and finally the z-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static RigidTransform EulerXYZ(float3 xyz)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>xyz</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>A float3 vector containing the rotation angles around the x-, y- and z-axis measures in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.RigidTransform.html">RigidTransform</a></dt>
    <dd><p>The RigidTransform of the Euler angle transformation in x-y-z order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_RigidTransform_EulerXZY_" data-uid="Unity.Mathematics.RigidTransform.EulerXZY*"></a>

  <h3 id="Unity_Mathematics_RigidTransform_EulerXZY_System_Single_System_Single_System_Single_" data-uid="Unity.Mathematics.RigidTransform.EulerXZY(System.Single,System.Single,System.Single)">
  EulerXZY(float, float, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a RigidTransform constructed by first performing a rotation around the x-axis, then the z-axis and finally the y-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static RigidTransform EulerXZY(float x, float y, float z)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>x</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the x-axis in radians.</p>
</dd>
    <dt><code>y</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the y-axis in radians.</p>
</dd>
    <dt><code>z</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the z-axis in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.RigidTransform.html">RigidTransform</a></dt>
    <dd><p>The RigidTransform of the Euler angle transformation in x-z-y order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_RigidTransform_EulerXZY_" data-uid="Unity.Mathematics.RigidTransform.EulerXZY*"></a>

  <h3 id="Unity_Mathematics_RigidTransform_EulerXZY_Unity_Mathematics_float3_" data-uid="Unity.Mathematics.RigidTransform.EulerXZY(Unity.Mathematics.float3)">
  EulerXZY(float3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a RigidTransform constructed by first performing a rotation around the x-axis, then the z-axis and finally the y-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static RigidTransform EulerXZY(float3 xyz)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>xyz</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>A float3 vector containing the rotation angles around the x-, y- and z-axis measures in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.RigidTransform.html">RigidTransform</a></dt>
    <dd><p>The RigidTransform of the Euler angle transformation in x-z-y order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_RigidTransform_EulerYXZ_" data-uid="Unity.Mathematics.RigidTransform.EulerYXZ*"></a>

  <h3 id="Unity_Mathematics_RigidTransform_EulerYXZ_System_Single_System_Single_System_Single_" data-uid="Unity.Mathematics.RigidTransform.EulerYXZ(System.Single,System.Single,System.Single)">
  EulerYXZ(float, float, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a RigidTransform constructed by first performing a rotation around the y-axis, then the x-axis and finally the z-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static RigidTransform EulerYXZ(float x, float y, float z)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>x</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the x-axis in radians.</p>
</dd>
    <dt><code>y</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the y-axis in radians.</p>
</dd>
    <dt><code>z</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the z-axis in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.RigidTransform.html">RigidTransform</a></dt>
    <dd><p>The RigidTransform of the Euler angle transformation in y-x-z order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_RigidTransform_EulerYXZ_" data-uid="Unity.Mathematics.RigidTransform.EulerYXZ*"></a>

  <h3 id="Unity_Mathematics_RigidTransform_EulerYXZ_Unity_Mathematics_float3_" data-uid="Unity.Mathematics.RigidTransform.EulerYXZ(Unity.Mathematics.float3)">
  EulerYXZ(float3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a RigidTransform constructed by first performing a rotation around the y-axis, then the x-axis and finally the z-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static RigidTransform EulerYXZ(float3 xyz)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>xyz</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>A float3 vector containing the rotation angles around the x-, y- and z-axis measures in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.RigidTransform.html">RigidTransform</a></dt>
    <dd><p>The RigidTransform of the Euler angle transformation in y-x-z order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_RigidTransform_EulerYZX_" data-uid="Unity.Mathematics.RigidTransform.EulerYZX*"></a>

  <h3 id="Unity_Mathematics_RigidTransform_EulerYZX_System_Single_System_Single_System_Single_" data-uid="Unity.Mathematics.RigidTransform.EulerYZX(System.Single,System.Single,System.Single)">
  EulerYZX(float, float, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a RigidTransform constructed by first performing a rotation around the y-axis, then the z-axis and finally the x-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static RigidTransform EulerYZX(float x, float y, float z)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>x</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the x-axis in radians.</p>
</dd>
    <dt><code>y</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the y-axis in radians.</p>
</dd>
    <dt><code>z</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the z-axis in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.RigidTransform.html">RigidTransform</a></dt>
    <dd><p>The RigidTransform of the Euler angle transformation in y-z-x order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_RigidTransform_EulerYZX_" data-uid="Unity.Mathematics.RigidTransform.EulerYZX*"></a>

  <h3 id="Unity_Mathematics_RigidTransform_EulerYZX_Unity_Mathematics_float3_" data-uid="Unity.Mathematics.RigidTransform.EulerYZX(Unity.Mathematics.float3)">
  EulerYZX(float3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a RigidTransform constructed by first performing a rotation around the y-axis, then the z-axis and finally the x-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static RigidTransform EulerYZX(float3 xyz)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>xyz</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>A float3 vector containing the rotation angles around the x-, y- and z-axis measures in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.RigidTransform.html">RigidTransform</a></dt>
    <dd><p>The RigidTransform of the Euler angle transformation in y-z-x order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_RigidTransform_EulerZXY_" data-uid="Unity.Mathematics.RigidTransform.EulerZXY*"></a>

  <h3 id="Unity_Mathematics_RigidTransform_EulerZXY_System_Single_System_Single_System_Single_" data-uid="Unity.Mathematics.RigidTransform.EulerZXY(System.Single,System.Single,System.Single)">
  EulerZXY(float, float, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a RigidTransform constructed by first performing a rotation around the z-axis, then the x-axis and finally the y-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.
This is the default order rotation order in Unity.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static RigidTransform EulerZXY(float x, float y, float z)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>x</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the x-axis in radians.</p>
</dd>
    <dt><code>y</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the y-axis in radians.</p>
</dd>
    <dt><code>z</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the z-axis in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.RigidTransform.html">RigidTransform</a></dt>
    <dd><p>The RigidTransform of the Euler angle transformation in z-x-y order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_RigidTransform_EulerZXY_" data-uid="Unity.Mathematics.RigidTransform.EulerZXY*"></a>

  <h3 id="Unity_Mathematics_RigidTransform_EulerZXY_Unity_Mathematics_float3_" data-uid="Unity.Mathematics.RigidTransform.EulerZXY(Unity.Mathematics.float3)">
  EulerZXY(float3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a RigidTransform constructed by first performing a rotation around the z-axis, then the x-axis and finally the y-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.
This is the default order rotation order in Unity.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static RigidTransform EulerZXY(float3 xyz)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>xyz</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>A float3 vector containing the rotation angles around the x-, y- and z-axis measures in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.RigidTransform.html">RigidTransform</a></dt>
    <dd><p>The RigidTransform of the Euler angle transformation in z-x-y order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_RigidTransform_EulerZYX_" data-uid="Unity.Mathematics.RigidTransform.EulerZYX*"></a>

  <h3 id="Unity_Mathematics_RigidTransform_EulerZYX_System_Single_System_Single_System_Single_" data-uid="Unity.Mathematics.RigidTransform.EulerZYX(System.Single,System.Single,System.Single)">
  EulerZYX(float, float, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a RigidTransform constructed by first performing a rotation around the z-axis, then the y-axis and finally the x-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static RigidTransform EulerZYX(float x, float y, float z)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>x</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the x-axis in radians.</p>
</dd>
    <dt><code>y</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the y-axis in radians.</p>
</dd>
    <dt><code>z</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the z-axis in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.RigidTransform.html">RigidTransform</a></dt>
    <dd><p>The RigidTransform of the Euler angle transformation in z-y-x order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_RigidTransform_EulerZYX_" data-uid="Unity.Mathematics.RigidTransform.EulerZYX*"></a>

  <h3 id="Unity_Mathematics_RigidTransform_EulerZYX_Unity_Mathematics_float3_" data-uid="Unity.Mathematics.RigidTransform.EulerZYX(Unity.Mathematics.float3)">
  EulerZYX(float3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a RigidTransform constructed by first performing a rotation around the z-axis, then the y-axis and finally the x-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static RigidTransform EulerZYX(float3 xyz)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>xyz</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>A float3 vector containing the rotation angles around the x-, y- and z-axis measures in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.RigidTransform.html">RigidTransform</a></dt>
    <dd><p>The RigidTransform of the Euler angle transformation in z-y-x order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_RigidTransform_GetHashCode_" data-uid="Unity.Mathematics.RigidTransform.GetHashCode*"></a>

  <h3 id="Unity_Mathematics_RigidTransform_GetHashCode" data-uid="Unity.Mathematics.RigidTransform.GetHashCode">
  GetHashCode()
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a hash code for the RigidTransform.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public override int GetHashCode()</code></pre>
  </div>


  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.int32">int</a></dt>
    <dd><p>The hash code of the RigidTransform.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_RigidTransform_RotateX_" data-uid="Unity.Mathematics.RigidTransform.RotateX*"></a>

  <h3 id="Unity_Mathematics_RigidTransform_RotateX_System_Single_" data-uid="Unity.Mathematics.RigidTransform.RotateX(System.Single)">
  RotateX(float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a RigidTransform that rotates around the x-axis by a given number of radians.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static RigidTransform RotateX(float angle)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>angle</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The clockwise rotation angle when looking along the x-axis towards the origin in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.RigidTransform.html">RigidTransform</a></dt>
    <dd><p>The RigidTransform of rotating around the x-axis by the given angle.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_RigidTransform_RotateY_" data-uid="Unity.Mathematics.RigidTransform.RotateY*"></a>

  <h3 id="Unity_Mathematics_RigidTransform_RotateY_System_Single_" data-uid="Unity.Mathematics.RigidTransform.RotateY(System.Single)">
  RotateY(float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a RigidTransform that rotates around the y-axis by a given number of radians.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static RigidTransform RotateY(float angle)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>angle</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The clockwise rotation angle when looking along the y-axis towards the origin in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.RigidTransform.html">RigidTransform</a></dt>
    <dd><p>The RigidTransform of rotating around the y-axis by the given angle.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_RigidTransform_RotateZ_" data-uid="Unity.Mathematics.RigidTransform.RotateZ*"></a>

  <h3 id="Unity_Mathematics_RigidTransform_RotateZ_System_Single_" data-uid="Unity.Mathematics.RigidTransform.RotateZ(System.Single)">
  RotateZ(float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a RigidTransform that rotates around the z-axis by a given number of radians.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static RigidTransform RotateZ(float angle)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>angle</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The clockwise rotation angle when looking along the z-axis towards the origin in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.RigidTransform.html">RigidTransform</a></dt>
    <dd><p>The RigidTransform of rotating around the z-axis by the given angle.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_RigidTransform_ToString_" data-uid="Unity.Mathematics.RigidTransform.ToString*"></a>

  <h3 id="Unity_Mathematics_RigidTransform_ToString" data-uid="Unity.Mathematics.RigidTransform.ToString">
  ToString()
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a string representation of the RigidTransform.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public override string ToString()</code></pre>
  </div>


  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.string">string</a></dt>
    <dd><p>The string representation of the RigidTransform.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_RigidTransform_ToString_" data-uid="Unity.Mathematics.RigidTransform.ToString*"></a>

  <h3 id="Unity_Mathematics_RigidTransform_ToString_System_String_System_IFormatProvider_" data-uid="Unity.Mathematics.RigidTransform.ToString(System.String,System.IFormatProvider)">
  ToString(string, IFormatProvider)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a string representation of the RigidTransform using a specified format and culture-specific format information.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public string ToString(string format, IFormatProvider formatProvider)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>format</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.string">string</a></dt>
    <dd><p>The format string.</p>
</dd>
    <dt><code>formatProvider</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.iformatprovider">IFormatProvider</a></dt>
    <dd><p>The format provider to use during formatting.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.string">string</a></dt>
    <dd><p>The formatted string representation of the RigidTransform.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_RigidTransform_Translate_" data-uid="Unity.Mathematics.RigidTransform.Translate*"></a>

  <h3 id="Unity_Mathematics_RigidTransform_Translate_Unity_Mathematics_float3_" data-uid="Unity.Mathematics.RigidTransform.Translate(Unity.Mathematics.float3)">
  Translate(float3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a RigidTransform that translates by an amount specified by a float3 vector.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static RigidTransform Translate(float3 vector)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>vector</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>The translation vector.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.RigidTransform.html">RigidTransform</a></dt>
    <dd><p>The RigidTransform that translates by the given translation vector.</p>
</dd>
  </dl>












</article>


        
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